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The Daily Blues: Zul'Gurub is gone as a raid instance come Cataclysm

Each day, WoW.com takes you through all the blue posts and other Blizzard news from around the internet. From the latest posts from Ghostcrawler (lead systems designer) to the lowdown on StarCraft 2 and Diablo 3, we'll keep you informed.

One thing I noticed about some of the changes for this "unofficial build", is that all the weapon dmg is being removed from our attacks. That doesn't seem like the right move to me, seeing as we our a mainly physical dmg dealing class that we should rely on weapon dmg based attacks. I know this may be just a test to see how it works out, but in my personal opinion that hunter are shift TOO much to function like a caster than a physical dmg dealing class. We don't want every shot to be like explosive shot, I personally like the versatility our three tress give. BM is obviously more pet focused, MM is more physical dmg, and survival is magic dmg. I would encourage blizzard to reconsider these changes and move the changed shot back to weapon damage.

Another concern I noticed in the "unofficial changes" was that two of the venoms were removed. Now this isn't that big of a deal, except in one case. It removes a lot of the uniqueness from Chimera Shot. So I was curious if we could get some insight on some of this "unofficial builds" changes, and maybe the direction the dev are seeing for the hunter class.

P.S. please if you do decide to reply to this thread, do not whine or complain, as it not constructive in any fashion, and will do more harm than good. Please provide levelheaded feedback as this will make your voice be heard, rather than ignored.

Most of these attack still scale from weapon damage. We just changed them from say 200% weapon damage to 100% weapon damage with a higher attack power component. We want weapon damage to matter, but not quite as much as it does on live.

As an example, Chimera Shot now says: "An instant shot that causes weapon damage plus N, refreshing your Serpent Sting and triggering an effect depending on the venom on the target...".

Seal of Righteousness and Seal of Justice didn't merge. Seal of Righteousness is unchanged. We just added a little damage to Seal of Justice so that paladins didn't have to give up all Seal damage (and talents etc. that affect them) in order to get the Justice effect.

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I hate to be 'that guy' who does this, but; could you possibly clarify the Selfless Healer change?

We buffed it to 50/100% more healing when used on others (up from 30/60%). These numbers are unlikely to be final.

Seal of Insight will improve your mana regen and self healing. It will give you a little of each if you only Judge and give you more (but not a broken amount) if you're ever in a position where you can melee the target. There is also a glyph to improve your healing while Insight is active. I'll concede that running a Seal is probably more important for a Ret or perhaps even Prot paladin than a Holy paladin, but there's still no reason not to do so.

Twilight Highlands and Uldum are now open and ready for testing. You will need to do both zones to reach max level. It should also be noted that neither zone is 100% complete. Please refer to the quest forum for feedback: